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Time:07:27 pm

Bite of the Wererat
Transmutation
Level: Sor/Wiz 4, Drd 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level

You take on certain qualities of a dire rat, almost as though you were a wererat in hybrid form. You gain a +6 enhancement bonus to your Dexterity score and a +2 enhancement bonus to your Constitution score. You gain a +3 natural armor bonus as your hide thickens and sprouts extra hair. Your face lengthens into a ratlike snout, and you can attack with your bite as a natural weapon without provoking an attack of opportunity. The bite deals 1d4 points of damage, or 1d3 points if you are Small. You also gain the benefits of the Weapon Finesse feat with your bite attack.

Arcane Material Component: Hair from a wererat.

 

Nature's Rampart
Conjuration (Creation)
Level: Clr 4/Drd 3
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Area: Structure up to 40 ft. square
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You shape a natural setting into a formidable defensive position. Usually this is used to prepare an open outdoor area such as a hillside or a forest, but a large natural cavern could be shaped into a divine rampart. Artificial structures or features are not affected, although a divine rampart could be positioned to fill a gap between two buildings or barricade an unpaved road. The effects of the spell depend on the terrain:

Open Outdoor Site: A rampart or dike of earth 5 feet high and 5 feet thick at its base rises immediately behind a shallow ditch 5 feet wide and 5 feet deep along the perimeter of the site. Creatures behind the dike receive 75% cover. Attackers approaching on foot must scramble down into the ditch and then 10 feet up the dike (Climb DC 10).

Rough Outdoor Site or Cavern: Loose stones and boulders, deadwood, and patches of dense briars are arranged to form a defensible wall 5 feet high and 2 feet thick at the base around the perimeter of the site. Creatures behind the wall receive 75% cover.

Marshy or Low-Lying Site: In areas such as marsh, bog, swamp, or tundra, divine rampart cannot raise a wall, but instead creates a water-filled ditch 10 feet wide and 5 feet deep. Creatures forced to wade the ditch are reduced to one-eighth their normal movement (minimum 5 feet) and cannot charge or run.

Material Components: A small quartz gem engraved with the image of an exquisite tiny castle, worth at least 100 gp.

 

Bite of the Werewolf
Transmutation
Level: Sor/Wiz 5, Drd 4
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level

You take on certain qualities of a wolf, almost as though you were a werewolf in hybrid form. You gain a +2 enhancement bonus to your Strength score, a +4 enhancement bonus to your Dexterity score, and a +4 enhancement bonus to your Constitution score. Your face lengthens into a wolflike muzzle, and you can attack with your bite if you choose, dealing 1d6 points of damage (or 1d4 points if you are Small) on a hit. You gain the benefits of the Blind-Fight feat as well, and a +4 natural armor bonus.

Material Component: Hair from a werewolf.

 

Heal Animal Companion
Conjuration (Healing)
Level: Drd 5, Rgr 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Caster's animal companion touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

Heal animal companion enables the caster to wipe away disease and injury in one of his or her own animal companions (gained via class feature or the animal friendship spell). It completely cures all diseases, blindness, or deafness of the animal companion, cures all points of damage suffered due to wounds or injury, and repairs temporary ability damage. It cures mental disorders caused by spells or injury to the brain.

Heal animal companion does not remove negative levels, restore drained levels, or restore drained ability scores.

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tacoma dnd group
View:Recent Entries.
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View:Website (just my yahoo group).